- Your
Guide to Wunderland
-
- [Games]
[E-Books] [WTS]
[GiftShop]
-
- News Archives
Digging for change in my pocket
while eyeing a bag of peanut M&Ms in the machine, and thinking
about graphics for Demons.
diapason (dye'-uh-pay'-zonn)
n. 1. concord, as of notes an octave apart; harmony; a
full, rich outpouring of harmonious sound 2. the entire range
of an instrument or voice; the entire compass of tones 3. one
of several stops in the organ, whose effects extend through the
full scale of the instrument 4. the octave, or interval which
includes all the tones of the diatonic scale 5. a standard of
pitch; a tuning fork
- A Beautiful Mind :|
Hollywood can't film
real life, but my proof won't fit
within this haiku.
The Time Machine (2002)
In many ways, this film is excellent: the Time Traveler's
machine looks fantastic, and it's even more spectacular in action.
The new-in-this-version material surrounding the events of 4
years prior and the year 2037 are all quite good, and even some
aspects of life in the year 802701 are well done (the Eloi city,
for example, is beautiful). However, I was displeased with many
of the changes made to the story it was supposedly based on.
(Morlocks hunting during daylight hours? Huh?) And the ending
was all wrong! My advice? Stop watching after you've seen the
Eloi city, then go check out one of the more faithful adaptations,
such as Richard McMurry's excellent webcomic,
the 1960 movie
version, the 1964 Classics Illustrated comic book (still my favorite adaptation),
or even (*gasp*) the original novella from 1895.
Weird
Fortunes
-
-
-
- "Game play is fast and easy to learn
and in our ten or so games, there wasn't one question that wasn't
addressed in the rules (pretty good for a game where paradox
is a key element)." -- Steve Donohue, in a 4.5 star
review
of Chrononauts posted to the Gaming Report
|
|
|
|
We had a Great Time at GTS
2002! |
|
Well,
we're back from the GAMA Trade Show and we had an absolutely
marvelous time. Of course, it was a lot of work (setting up and
staffing a booth like this ain't exactly trivial) but we had
so much fun that it hardly seemed like work at all. Everywhere
we went, retailers at various levels in the industry made a point
of telling us how well our products sell, and how much they personally
love our games. And with all the free stuff we were giving out,
it felt like we were handing out candy on Halloween! Plus it
was in Vegas, which I always find to be a fun place to visit,
even though I don't gamble. Oh, and we were featured on a local
TV news show!
Here's what we were giving away this time:
|
- First, we were offering our "Gone Looney" ribbons
to anyone who wanted to add it to their badge. Lots of people
wanted them, and as the show went on it became a great means
for us to know who'd been to our booth yet (and who hadn't).
- Similarly, we were giving little "Are You a Werewolf?"
pins to anyone who wanted one, and these too were very popular,
particularly when we pointed out that we'd give you a free copy
of the product
if you'd put the button on and wear it for the remainder of the
show.
- Our new all-purpose literature/catalog envelopes
worked out really nicely, and naturally, we were giving these
away to everyone we could get to take them. They contained not
only our catalog (in all three flavors) but also, a new retailer
newsletter we created, called "What's Cookin'," which
is a shortened version of material from our What's
On the Stove? webpage.
- Finally, we were giving away sample Icehouse pieces and copies
of Playing
with Pyramids to everyone who placed an order for our
beautiful new Looney Games display.
|
Although
the new displays haven't yet shipped, we had a near-final prototype
from the box maker who'll be manufacturing them for us, and our
retailers absolutely loved it. We're really excited about getting
these into stores!
And as if everything weren't already going so well, we were
also on TV! On the second morning of the show, the local FOX
affiliate TV station did a series of live feeds from the floor
of the GTS Trade Show, and we were one of just three companies
selected for this honor. (The exhibit hall was otherwise completely
empty during the filming of the TV spots, since this was a morning
show and the hall didn't open until 12:30.)
We got almost 3 minutes of air-time, and I thought it went
really well. A lot of people saw it, too... for the next couple
of days, we kept running into people at the show who told us
they'd seen us on TV during breakfast. Of course, we didn't get
to see it ourselves until much later, but when we got home, we
received a tape of the spot that Kristin had ordered (from a
company called TV Monitoring Services) and I think we looked
pretty good. (We're working on getting it digitized... and hopefully
we'll be putting up a QuickTime of it soon.)
The three of us were joined on this mission by Kory,
who came along mainly to further his career as an independent
game designer, but who also helped us out in various ways all
through the event. Thanks Kory! Oh, and thanks also to my Dad,
for the emergency taxi service to the airport! (There's nothing
quite like the panic you feel when your van breaks down on your
way to the airport, particularly when you have so much luggage
it won't fit into any vehicle smaller than a van... especially
when it's 6 am and it's cold and rainy.)
As is becoming a tradition for me on these trips, I spent
one evening just wandering around Vegas on my own, checking out
various scenes. This year, I had a particular mission in mind,
but unfortunately it turned out to be one of the only real disappointments
of the week. I retraced many of the steps I took last
year in order to check out the new Venus Lounge at the Venetian,
which I'd heard had been designed by Shag,
an artist whose work I really dig. But they wouldn't let me in!
Posted outside the great looking entrance was a sign reading
"Private Party," and because of it, the bouncer guy
at the door refused to let me in for more than a peek at the
Shag mural in the foyer. "We'll be open to the public at
11:30," he offered helpfully as I left.
But I couldn't just hang around there for 3 hours. By 11:30,
I was more than a monorail's ride away, on the street outside
the MGM-Grand, where, surprisingly enough, I happened to run
into Nathan and Jesse, the Morton's
List guys! We wandered about together for awhile, checking
out the New York New York casino and comparing notes on the hooker
"trading card game" people were giving away cards for
on the streets of this bizarre city; but when they decided to
go off in search of the Freemont Street Experience, I realized
it was late enough for the $3 Steak-n-Eggs Graveyard Special
at the Orleans, so I got into a different cab and went back to
the casino that is our home-away-from-home during GTS.
|
When
we got back, Alison dug in (literally) to a project she's been
planning for quite some time: a "water feature" for
our back yard. That's right, she's digging us a pond! It may
not look like much yet, but by the time she finishes all the
landscaping and planting she has in mind, it will be quite gorgeous.
Happy April Fool's Day!
|
|
|
|
Cosmic
Coasters has been nominated for an Origins award! (It's in
the Best Abstract Board Game category.) |
|
Alison came up with a tweak to the Nanofictionary
rules that nicely solves a problem that sprang out of simultaneous
turns, namely not being sure when everyone is ready to begin
the next round. Henceforth, each player must place a finger on
the draw pile when ready to draw a card for the next round. |
|
Hearing that someone threw a grenade at the US
embassy in Yemen is a lot more distressing when you know someone
who's actually stationed at the US embassy in Yemen. (Fortunately,
he's OK...) |
|
|